/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrBicubicTextureEffect_DEFINED #define GrBicubicTextureEffect_DEFINED #include "GrTextureDomain.h" #include "glsl/GrGLSLFragmentProcessor.h" class GrInvariantOutput; class GrBicubicEffect : public GrFragmentProcessor { public: enum { kFilterTexelPad = 2, // Given a src rect in texels to be filtered, this number of // surrounding texels are needed by the kernel in x and y. }; const char* name() const override { return "Bicubic"; } std::unique_ptr clone() const override { return std::unique_ptr(new GrBicubicEffect(*this)); } const GrTextureDomain& domain() const { return fDomain; } /** * Create a Mitchell filter effect with specified texture matrix and x/y tile modes. */ static std::unique_ptr Make(sk_sp proxy, const SkMatrix& matrix, const GrSamplerState::WrapMode wrapModes[2]) { return std::unique_ptr(new GrBicubicEffect(std::move(proxy), matrix, wrapModes)); } /** * Create a Mitchell filter effect with a texture matrix and a domain. */ static std::unique_ptr Make(sk_sp proxy, const SkMatrix& matrix, const SkRect& domain) { return std::unique_ptr(new GrBicubicEffect(std::move(proxy), matrix, domain)); } /** * Determines whether the bicubic effect should be used based on the transformation from the * local coords to the device. Returns true if the bicubic effect should be used. filterMode * is set to appropriate filtering mode to use regardless of the return result (e.g. when this * returns false it may indicate that the best fallback is to use kMipMap, kBilerp, or * kNearest). */ static bool ShouldUseBicubic(const SkMatrix& localCoordsToDevice, GrSamplerState::Filter* filterMode); private: GrBicubicEffect(sk_sp, const SkMatrix& matrix, const GrSamplerState::WrapMode wrapModes[2]); GrBicubicEffect(sk_sp, const SkMatrix &matrix, const SkRect& domain); explicit GrBicubicEffect(const GrBicubicEffect&); GrGLSLFragmentProcessor* onCreateGLSLInstance() const override; void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; bool onIsEqual(const GrFragmentProcessor&) const override; const TextureSampler& onTextureSampler(int) const override { return fTextureSampler; } GrCoordTransform fCoordTransform; GrTextureDomain fDomain; TextureSampler fTextureSampler; GR_DECLARE_FRAGMENT_PROCESSOR_TEST typedef GrFragmentProcessor INHERITED; }; #endif